Code refactor: split code for render updates and opening render view into
separate files, no functional changes.
This commit is contained in:
238
source/blender/editors/render/render_update.c
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238
source/blender/editors/render/render_update.c
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/*
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* $Id$
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*
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* The Original Code is Copyright (C) 2009 Blender Foundation.
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* All rights reserved.
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*
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* Contributor(s): Blender Foundation
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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/** \file blender/editors/render/render_shading.c
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* \ingroup edrend
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*/
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#include <stdlib.h>
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#include <string.h>
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#include "MEM_guardedalloc.h"
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#include "DNA_lamp_types.h"
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#include "DNA_material_types.h"
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#include "DNA_node_types.h"
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#include "DNA_object_types.h"
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#include "DNA_scene_types.h"
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#include "DNA_screen_types.h"
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#include "DNA_space_types.h"
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#include "DNA_view3d_types.h"
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#include "DNA_world_types.h"
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#include "BLI_utildefines.h"
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#include "BKE_context.h"
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#include "BKE_depsgraph.h"
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#include "BKE_icons.h"
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#include "BKE_image.h"
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#include "BKE_main.h"
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#include "BKE_material.h"
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#include "BKE_node.h"
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#include "BKE_scene.h"
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#include "BKE_texture.h"
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#include "BKE_world.h"
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#include "GPU_material.h"
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#include "ED_render.h"
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#include "render_intern.h" // own include
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/***************************** Updates ***********************************
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* ED_render_id_flush_update gets called from DAG_id_tag_update, to do *
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* editor level updates when the ID changes. when these ID blocks are in *
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* the dependency graph, we can get rid of the manual dependency checks */
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static int mtex_use_tex(MTex **mtex, int tot, Tex *tex)
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{
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int a;
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if(!mtex)
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return 0;
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for(a=0; a<tot; a++)
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if(mtex[a] && mtex[a]->tex == tex)
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return 1;
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return 0;
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}
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static int nodes_use_tex(bNodeTree *ntree, Tex *tex)
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{
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bNode *node;
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for(node=ntree->nodes.first; node; node= node->next) {
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if(node->id) {
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if(node->id == (ID*)tex) {
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return 1;
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}
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else if(node->type==NODE_GROUP) {
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if(nodes_use_tex((bNodeTree *)node->id, tex))
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return 1;
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}
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}
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}
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return 0;
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}
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static void material_changed(Main *UNUSED(bmain), Material *ma)
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{
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/* icons */
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BKE_icon_changed(BKE_icon_getid(&ma->id));
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/* glsl */
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if(ma->gpumaterial.first)
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GPU_material_free(ma);
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}
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static void texture_changed(Main *bmain, Tex *tex)
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{
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Material *ma;
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Lamp *la;
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World *wo;
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/* icons */
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BKE_icon_changed(BKE_icon_getid(&tex->id));
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/* find materials */
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for(ma=bmain->mat.first; ma; ma=ma->id.next) {
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if(mtex_use_tex(ma->mtex, MAX_MTEX, tex));
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else if(ma->use_nodes && ma->nodetree && nodes_use_tex(ma->nodetree, tex));
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else continue;
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BKE_icon_changed(BKE_icon_getid(&ma->id));
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if(ma->gpumaterial.first)
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GPU_material_free(ma);
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}
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/* find lamps */
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for(la=bmain->lamp.first; la; la=la->id.next) {
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if(mtex_use_tex(la->mtex, MAX_MTEX, tex));
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else continue;
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BKE_icon_changed(BKE_icon_getid(&la->id));
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}
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/* find worlds */
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for(wo=bmain->world.first; wo; wo=wo->id.next) {
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if(mtex_use_tex(wo->mtex, MAX_MTEX, tex));
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else continue;
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BKE_icon_changed(BKE_icon_getid(&wo->id));
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}
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}
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static void lamp_changed(Main *bmain, Lamp *la)
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{
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Object *ob;
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Material *ma;
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/* icons */
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BKE_icon_changed(BKE_icon_getid(&la->id));
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/* glsl */
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for(ob=bmain->object.first; ob; ob=ob->id.next)
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if(ob->data == la && ob->gpulamp.first)
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GPU_lamp_free(ob);
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for(ma=bmain->mat.first; ma; ma=ma->id.next)
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if(ma->gpumaterial.first)
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GPU_material_free(ma);
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}
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static void world_changed(Main *bmain, World *wo)
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{
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Material *ma;
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/* icons */
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BKE_icon_changed(BKE_icon_getid(&wo->id));
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/* glsl */
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for(ma=bmain->mat.first; ma; ma=ma->id.next)
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if(ma->gpumaterial.first)
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GPU_material_free(ma);
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}
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static void image_changed(Main *bmain, Image *ima)
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{
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Tex *tex;
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/* icons */
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BKE_icon_changed(BKE_icon_getid(&ima->id));
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/* textures */
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for(tex=bmain->tex.first; tex; tex=tex->id.next)
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if(tex->ima == ima)
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texture_changed(bmain, tex);
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}
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static void scene_changed(Main *bmain, Scene *UNUSED(scene))
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{
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Object *ob;
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Material *ma;
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/* glsl */
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for(ob=bmain->object.first; ob; ob=ob->id.next)
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if(ob->gpulamp.first)
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GPU_lamp_free(ob);
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for(ma=bmain->mat.first; ma; ma=ma->id.next)
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if(ma->gpumaterial.first)
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GPU_material_free(ma);
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}
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void ED_render_id_flush_update(Main *bmain, ID *id)
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{
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if(!id)
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return;
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switch(GS(id->name)) {
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case ID_MA:
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material_changed(bmain, (Material*)id);
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break;
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case ID_TE:
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texture_changed(bmain, (Tex*)id);
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break;
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case ID_WO:
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world_changed(bmain, (World*)id);
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break;
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case ID_LA:
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lamp_changed(bmain, (Lamp*)id);
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break;
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case ID_IM:
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image_changed(bmain, (Image*)id);
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break;
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case ID_SCE:
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scene_changed(bmain, (Scene*)id);
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break;
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default:
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break;
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}
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}
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